02ffc59270
It has a big impact on 2D and text rendering performance (cf. #24466) so the solution seems worse than the bug it aims to work around. It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" for those who need it and have a simple enough game for the performance drop not to be an issue. Fixes #24466.
144 lines
5.5 KiB
C++
144 lines
5.5 KiB
C++
/*************************************************************************/
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/* rasterizer_canvas_gles2.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RASTERIZERCANVASGLES2_H
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#define RASTERIZERCANVASGLES2_H
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#include "rasterizer_storage_gles2.h"
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#include "servers/visual/rasterizer.h"
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#include "shaders/canvas.glsl.gen.h"
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#include "shaders/lens_distorted.glsl.gen.h"
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#include "shaders/canvas_shadow.glsl.gen.h"
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class RasterizerSceneGLES2;
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class RasterizerCanvasGLES2 : public RasterizerCanvas {
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public:
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enum {
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INSTANCE_ATTRIB_BASE = 8,
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};
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struct Uniforms {
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Transform projection_matrix;
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Transform2D modelview_matrix;
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Transform2D extra_matrix;
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Color final_modulate;
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float time;
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};
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struct Data {
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GLuint canvas_quad_vertices;
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GLuint polygon_buffer;
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GLuint polygon_index_buffer;
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uint32_t polygon_buffer_size;
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GLuint ninepatch_vertices;
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GLuint ninepatch_elements;
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} data;
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struct State {
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Uniforms uniforms;
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bool canvas_texscreen_used;
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CanvasShaderGLES2 canvas_shader;
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CanvasShadowShaderGLES2 canvas_shadow_shader;
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LensDistortedShaderGLES2 lens_shader;
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bool using_texture_rect;
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bool using_ninepatch;
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bool using_skeleton;
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Transform2D skeleton_transform;
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Transform2D skeleton_transform_inverse;
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Vector2i skeleton_texture_size;
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RID current_tex;
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RID current_normal;
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RasterizerStorageGLES2::Texture *current_tex_ptr;
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Transform vp;
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Light *using_light;
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bool using_shadow;
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} state;
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typedef void Texture;
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RasterizerSceneGLES2 *scene_render;
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RasterizerStorageGLES2 *storage;
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bool use_nvidia_rect_workaround;
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virtual RID light_internal_create();
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virtual void light_internal_update(RID p_rid, Light *p_light);
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virtual void light_internal_free(RID p_rid);
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void _set_uniforms();
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virtual void canvas_begin();
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virtual void canvas_end();
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_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs);
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_FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const float *p_weights = NULL, const int *p_bones = NULL);
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_FORCE_INLINE_ void _draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
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_FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material);
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_FORCE_INLINE_ void _copy_texscreen(const Rect2 &p_rect);
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virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
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virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow);
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virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache);
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virtual void reset_canvas();
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RasterizerStorageGLES2::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map);
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void _bind_quad_buffer();
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void draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src);
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void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
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void initialize();
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void finalize();
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virtual void draw_window_margins(int *black_margin, RID *black_image);
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RasterizerCanvasGLES2();
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};
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#endif // RASTERIZERCANVASGLES2_H
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